GM Tarondor's Kingmaker Campaign

Game Master Tarondor

Perception Rolls:

[dice=Alister]1d20+15[/dice]
[dice=Aristu]1d20+15[/dice]
[dice=Esteban]1d20+12[/dice]
[dice=Evindyl]1d20+16[/dice]
[dice=Fizz]1d20+16[/dice]
[dice=Mikhail]1d20+21[/dice]
[dice=Piotr]1d20+15[/dice]

Blood for Blood Maps and Images

Exploration Activities

The Sword Marches Kingdom Spreadsheet, Turn 74
Maps of the Sword Marches
Guide to GM Tarondor's Kingmaker Campaign

HERO POINTS
Alister: 2
Aristu: 3
Kernithar: 2
Mikhail: 2
Piotr: 3


1,201 to 1,250 of 1,632 << first < prev | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | next > last >>

Male Human Wizard [Herbalist] 10 - HP 108/108 - AC 26 (27 with Mage Armor) - F: +19 R: +18 W: +18 - Speed: 30, - Perception +15; Exploration - Investigate

Piotr would prefer a Caster's Tower.


Human Bard (Sorcerer) 10 [hp 128/128 | F+18, R+19, W+18 (+2 vs Sleep) | AC 28 | Perception +15 | Focus Points: 3/3]

Mansion is fine. Alister will balk at a Noble Villa, but Eristhea makes the arrangements on his behalf. No Palace though.

In real life, you would build mansions for Aristu and Piotr, then later build them Caster's Towers and the mansions would be turned into something like an Exotic Artisan's shop or Library. Do we have to demolish buildings to turn them into other things?

I say finish building the walls. It makes sense.

I think we could raise another 200 man army in Leveton, though that's another 8BP consumption every turn. Still not much compared to other nations, but it's a good start. It sounds like we also have to equip them. What does that entail/cost? (Oh, I see it here. So it increases their consumption to have better armor and weapons.)


Ranger <Flurry> (Druid) 10 | AC 28 | HP 136/136 | F +17, R +21, W +18 | Focus 1/1 | Perception: +20 (+22 for Initiative) | HeroPoints: 2 | Speed: 45ft (55ft w/ LS) | Exploration: Scout(Wildnerness)/Search(Settlement) | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |
Hunt Prey Recall Knowledge:
Arcana(U) +3; Nature(T) +16; Occult(T) +15; Religion(T) +16; Society(U) +3

Could we not do one wall and one library this turn? Then finish later.
As for an army, we could raise one every other turn to not overextend ourselves with consumption.

As for Mansions and where. Kern is fine with no mansion for some time, but would like it in Hashaask when it's ready. And for flavor, he'd like it be magick'd/woodsung into existence to blend with nature.


Human Fighter [Cleric & Alchemist Devotion] 10- HP 136/136 - AC 30 - F: +19 R: +18 W: +18 - Speed: 30, Init: +5 - Perception +21: Hero Points- 0: Exploration Activity=Investigate

In regards to Aristu and Piotr wanting a Caster's Tower. It only takes one slot. They can have a mansion with a Caster's Tower next to it in the future and take up the same amount of space as they would with the Noble's Villa.


Awesome. Let me know the consensus. In the meantime, let's wander over to the Gameplay tab and get this thing started back up!


Male Human Sorcerer(Fey) (Bard) 10 - [HP 98/98 | F+18, R+17, W+18 | AC 25 | Perception +15 | Focus Points: 2/3] [Exploration Mode = Search]

A mansion in Stagfell works for Aristu. He's not really the tower type.


Male Human Wizard [Herbalist] 10 - HP 108/108 - AC 26 (27 with Mage Armor) - F: +19 R: +18 W: +18 - Speed: 30, - Perception +15; Exploration - Investigate

Piotr will acquiesce. Mansion plus a tower, later.


Two walls or one wall and one library?

Is there a second for the idea of a second army?


Male Human Wizard [Herbalist] 10 - HP 108/108 - AC 26 (27 with Mage Armor) - F: +19 R: +18 W: +18 - Speed: 30, - Perception +15; Exploration - Investigate

Piotr votes for two walls, completing protection for the capital.

And, second for the army.


Ranger <Flurry> (Druid) 10 | AC 28 | HP 136/136 | F +17, R +21, W +18 | Focus 1/1 | Perception: +20 (+22 for Initiative) | HeroPoints: 2 | Speed: 45ft (55ft w/ LS) | Exploration: Scout(Wildnerness)/Search(Settlement) | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |
Hunt Prey Recall Knowledge:
Arcana(U) +3; Nature(T) +16; Occult(T) +15; Religion(T) +16; Society(U) +3

Third for the army.


[color=red]TURN 60 (Desnus, (May), 4717)[/color]

[color=green]GM’s Note: I just realized that I wasn’t doing the Excel sheet right. There were two mistakes: First, the last three villages weren’t being counted. Second, you were set at "Light" taxation, but I've been dividing by 3 instead of 4, so you've effectively had the best of both worlds for essentially forever. Oops! You're now set to "Normal" taxation at the end of the turn.[/color]

Initial Treasury: 57 BP
Initial Unrest: 1

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 88): Stability: 84 + 15 = 99 Success! Unrest falls to 0. Add 1 BP, bringing total to 58 BP.

Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d6-1 Consumption, giving you a total cost of Consumption: 1 - 1 = 0 and leaving your Treasury with 58 BP.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

EDICT PHASE

Step 1— Change Leadership Assignments: No

Step 2—Claim and Abandon Hexes: Claim 0722, 0723, 0724
[color=Green]GM's Note: You said 0723, 0724, 0275, but that would have left 0722 as an unclaimed island. I think you meant to do what I have done.[/color] Cost: 3 BP. 55 remain.

Step 3—Build Terrain Improvements: Quarry in 0721. Roads in 0221, 0222, 0316. Farm in 1018. Cost: 14 BP. 42 remain.

[color=Green]GM's Note: A farm in Hill terrain costs 4 BP.[/color]

[color=Green]GM's Note: You have roads in 0817 and 0917 for which you are not receiving credit because they are not connected to the capital.[/color]

Step 4—Create and Improve Cities: 3 Mansions in Stagfell. 2 Walls in Stagfell. 34 BP. 8 remain.

Step 5—Step 5—Create Army Units: Build a second 200-man army stationed in Leveton.

Step 6—Issue Edicts: No.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
INCOME PHASE

Step 1—Make Withdrawals from the Treasury: Can't. No emergency.

Step 2—Make Deposits into the Treasury: Can't. No emergency.

Step 3—Sell Expensive Items for BP: Can't. No emergency.

Step 4—Collect Taxes: Piotr, the Treasurer, collects light taxes: Economy: 1d20 + 85 ⇒ (13) + 85 = 98, divided by 3 is 32 BP, giving you a total of 40 BP. +8 for your mines, foundry and quarries and +12 for the sawmills (and lumberyards) = 60 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs? (25% because event last month): 1d100 ⇒ 34 No Event.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:

Population: 17865
Size: 64 (64 hexes, 10 Settlement grids) (Control DC: 94)
Economy: 90
Loyalty: 82
Stability: 90
Unrest: 0
Fame: 9
Infamy: 1
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Productivity: 1
Society: 2
Consumption: 1d6+94

Settlement at the End of the Turn (Stagfell):

Population: 2840
Economy: 21
Loyalty: 23
Stability: 27
Corruption: 0
Crime: 1
Law: 1
Lore: 4
Base Value: 10,500 gp
Defense: 11
Productivity: 6
Society: 7
Fame: 6
Infamy: 0

Major Buildings:
Bank
Barracks
Baths
Brewery
Cathedral (to Abadar)
Settlement Walls (2)
Courthouse
Dance Hall
Foundry
Garrison
Granary
Graveyard
Herbalist
House (x9)
Inn
Jail
Library
Lighthouse
Mansions (x4)
Mill
Monument
Park (x2)
Pier
Shop
Shrine
Smithy
Town Hall
Watchtower
Windmill

Settlement at the End of the Turn (Leveton):

Population: 1400
Economy: 9
Loyalty: 11
Stability: 8
Corruption: 1
Crime: 0
Law: 5
Lore: 1
Base Value: 5000 gp
Defense: 5
Productivity: 4
Society: 4
Fame: 1
Infamy: 0

Major Buildings:
Barracks
Cistern
Settlement Wall (x4)
Courthouse
Dance Hall
Houses (5)
Inn
Jail
Noble Villa
Shop
Stable
Stockyard
Tannery
Temple (Abadar)

Settlement at the End of the Turn (Sootscale Caverns):

Population: 330
Economy: 7
Loyalty: 9
Stability: 8
Corruption: 1
Crime: 0
Law: 4
Lore: 1
Base Value: 5000 gp
Defense: 2
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Baths
Courthouse
Dance Hall
Dump
Graveyard
Herbalist
House (x2)
Jail
Mill
Shop
Smithy
Tavern
Tunnels
Settlement Wall (x2)

Settlement at the End of the Turn (Erastil’s Vale):

Population: 490
Economy: 6
Loyalty: 8
Stability: 8
Corruption: 1
Crime: 0
Law: 2
Lore: 1
Base Value: 2000 gp
Defense: 1
Productivity: 2
Society: 1
Fame: 0
Infamy: 1

Major Buildings:
Garrison
Herbalist
House
Lumberyard
Mansion
Shop
Smithy
Tavern
Temple of the Elk (Erastil)

Settlement at the End of the Turn (Tatzlford):

Population: 410
Economy: 8
Loyalty: 6
Stability: 7
Corruption: 1
Crime: -1
Law: 3
Lore: 1
Base Value: 2000 gp
Defense: 11
Productivity: 3
Society: 2
Fame: 1 (from 0 to 1 because of the bees!)
Infamy: 0

Major Buildings:
Baths
Bordello
Houses (x3)
Inn
Jail
Lumberyard
Mill
Shop
Shrine (Erastil)(Economy)
Smithy
Watchtower

Settlement at the End of the Turn (Khavatorov):

Population: 200
Economy: 2
Loyalty: 1
Stability: 0
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Base Value: 500 gp
Defense: 1
Productivity: 1
Society: 1
Fame: 0
Infamy: 0

Major Buildings:
House
Inn
Stockyard

Settlement at the End of the Turn (Hashaask):

Population: 110
Economy: 2
Loyalty: 0
Stability: 3
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Base Value: 3000 gp
Defense: 1
Productivity: 1
Society: 1
Fame: 0
Infamy: 0

Major Buildings:
Cistern
House
Lumberyard
Smithy

Settlement at the End of the Turn (Candlemere Island):

Population: 110
Economy: 3
Loyalty: 1
Stability: 2
Corruption: 0
Crime: 1
Law: 2
Lore: 1
Base Value: 1500 gp
Defense: 1
Productivity: 1
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Barracks
House
Library
Pier
Smithy

You now rule an area slightly larger than the state of Connecticut (or, for our Canadian players, two-and-a-half times the size of Prince Edward Island). It is also roughly the size of East Timor.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Armies:

ARMY OF STAGFELL
Large Army of Human Infantry (200 men)
ACR 4; HP 22; DV 14; OM +4
Morale +0, No special resources or tactics
Consumption: 2 (8 per month)

ARMY OF LEVETON
Large Army of Human Infantry (200 men)
ACR 4; HP 22; DV 14; OM +4
Morale +0, No special resources or tactics
Consumption: 2 (8 per month)

[color=green]GM’s Note: Like the Lucky Strike Gold Mine, Lake Silverstep is a "Resource." That means that any farm or fishery in that hex will produce more than usual.[/color]


[color=red]TURN 61 (Sarenith, (June), 4717)[/color]

Initial Treasury: 60 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 94): Stability: 1d20 + 90 ⇒ (6) + 90 = 96 Success! Add 1 BP, bringing total to 61 BP.

Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 1d6+9 Consumption, giving you a total cost of Consumption: 1d6 + 9 ⇒ (6) + 9 = 15 and leaving your Treasury with 46 BP.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

EDICT PHASE

Step 1— Change Leadership Assignments?

Step 2—Claim and Abandon Hexes?

Step 3—Build Terrain Improvements: ?

Step 4—Create and Improve Cities: ?

Step 5—Step 5—Create Army Units: ?

Step 6—Issue Edicts: ?

[color=green]GM’s Note: You currently have “normal” taxation and “monthly” holidays.[/color]

This will be our last turn for a little while, as it brings us up to the present.


Human Fighter [Cleric & Alchemist Devotion] 10- HP 136/136 - AC 30 - F: +19 R: +18 W: +18 - Speed: 30, Init: +5 - Perception +21: Hero Points- 0: Exploration Activity=Investigate

Hex Claims
Hex Claim 1: 0725 58 BP – 1 BP = 57 BP
Hex Claim 2: 0726 57 BP – 1 BP = 56 BP
Hex Claim 3: 0727 56 BP – 1 BP = 55 BP

Hex Improvement
Hex Improvement 1: Road in 0514 [28 Road Hexes] 55 BP – 1 BP = 54 BP
Hex Improvement 2: Road in 0218 [29 Road Hexes] 54 BP – 1 BP = 53 BP
Hex Improvement 3: Road in 0420 [30 Road Hexes] 53 BP – 1 BP = 52 BP
Hex Improvement 4: Road in 0520 [31 Road Hexes] 52 BP – 1 BP = 51 BP
Hex Improvement 5: Road in 0720 [32 Road Hexes] 51 BP – 1 BP = 50 BP

Buildings
Build 1: Kern's Mansion in Hashaask [Slot E5]
50 BP – 10 BP = 40 BP
Build 2: Mill in Khavatorov [Slot C1] 40 BP - 6 BP = 34 BP
Build 3: Mikhail’s Mansion in Stagfell [Slot E6]
34 BP – 10 BP = 24 BP
Build 4: Upgrade Alisters to Noble Villa in Stagfell [E3/F3]
24 BP – 12 BP = 12 BP
Build 5: Library in Leveton [E3] 12 BP - 6 BP = 6 BP

So we continue to expand around the waters and claim some mountain fasts that will be good for mining one day. We continue to build roads everywhere. We finish off the mansions for the group and upgrade Alister's home to represent the seat of our leader. We built a Library in Leveton and provided a mill to Khavatorov to improve the economy. When we do another turn we should focus on boosting the economy more so that we can afford more troops.

Armies
No more armies for now IMHO.


Human Bard (Sorcerer) 10 [hp 128/128 | F+18, R+19, W+18 (+2 vs Sleep) | AC 28 | Perception +15 | Focus Points: 3/3]

I don't mind waiting on the noble villa if that gives us BP to do something more pressing.


Human Fighter [Cleric & Alchemist Devotion] 10- HP 136/136 - AC 30 - F: +19 R: +18 W: +18 - Speed: 30, Init: +5 - Perception +21: Hero Points- 0: Exploration Activity=Investigate

We add to the economy with the Mill. Short of changing a lot to build another bank we should be fine with the above builds. The Noble's Villa is great at holding the nation together while we are away.

I do think that another bank and a few other Economy buildings should be the target next turn, whenever we do that. We need to buff the economy heavily over time to build up armies. But those are long term goals.


Ranger <Flurry> (Druid) 10 | AC 28 | HP 136/136 | F +17, R +21, W +18 | Focus 1/1 | Perception: +20 (+22 for Initiative) | HeroPoints: 2 | Speed: 45ft (55ft w/ LS) | Exploration: Scout(Wildnerness)/Search(Settlement) | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |
Hunt Prey Recall Knowledge:
Arcana(U) +3; Nature(T) +16; Occult(T) +15; Religion(T) +16; Society(U) +3

For hex claims, would it make more sense to claim 0622/23/24 to border with Varnhold. We're also heading to Talon Peak so it fits story wise. Otherwise the 07XX row begins to become a finger stretching out East.

Concur on all else.


I'll wait for a bit of discussion on the land claims.

I do wonder if you don't want to leave a 4-spot of land open on the water front for development. And whether anyone is going to talk Alister into having a palace at some point?


Human Fighter [Cleric & Alchemist Devotion] 10- HP 136/136 - AC 30 - F: +19 R: +18 W: +18 - Speed: 30, Init: +5 - Perception +21: Hero Points- 0: Exploration Activity=Investigate

Are we not able to expand the city to an additional grid at some point?

I think claiming all the water is more important. I figured we would get the mountains eventually, but we can do that now instead. Either way works unless we are concerned with the grid being taken by someone else.


There are no rules on expanding city grids. In general, I don't plan to enforce any house rules on the subject beyond "let's keep it semi-realistic." So feel free to expand west along the lake shore if you wish.

As for hexes, I wonder if we're talking about the same hexes. I've now numbered all the hexes in the Nomen Heights on the map, so it should be more clear. Mikhail is saying 0725-0727, which includes one mountain hex and two hills hexes on the eastern side of the Tors, adjacent to the Nomen centaurs camp. Kernithar is saying 0623-0625, which are three mountain hexes, including Talon Peak.

I'm just the GM so I don't want to intrude on these decisions, but I will mention that the centaurs already loathe you - claiming land they see as theirs could present some serious difficulties in your negotiation.

Another idea might be some hexes along the 0900 row, claiming more of the Little Sellen river.


Human Fighter [Cleric & Alchemist Devotion] 10- HP 136/136 - AC 30 - F: +19 R: +18 W: +18 - Speed: 30, Init: +5 - Perception +21: Hero Points- 0: Exploration Activity=Investigate

Why would they hate us when we control their water? Seems like a friendly neighborly gesture. :D


So, not having heard anything further, I plan to continue but not to protrude into the Nomen Heights unless specifically directed to do so.

Turn in a few minutes/hours.


[color=red]TURN 61 (Sarenith, (June), 4717)[/color]

Initial Treasury: 60 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 94): Stability: 6 + 90 = 96 Success! Add 1 BP, bringing total to 61 BP.

Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 1d6+9 Consumption, giving you a total cost of Consumption: 6 + 9 = 15 and leaving your Treasury with 46 BP.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

EDICT PHASE

Step 1— Change Leadership Assignments: None

Step 2—Claim and Abandon Hexes: Claim 0822/0823/0824 (Cost 3 BP. 43 remain)

Step 3—Build Terrain Improvements:
[color=green]You asked for a road in 0514, but that’s off the west edge of the map. I didn’t build that. Instead I built one in hex 0718 to connect to the road you already had.[/color]

Roads in 0218,0420,0520 & 0718. Cost: 5 BP. 38 remain.

Step 4—Create and Improve Cities:
Kern's Mansion in Hashaask. Cost 10 BP. 28 remain.
Mill in Khavatorov. Cost 6 BP. 22 remain.
Mikhail’s Mansion in Stagfel. Cost 10 BP. 12 remain.
Upgrade Alisters to Noble Villa in Stagfell. Cost 12 BP. 0 remain.

[color=green]GM’s Note: You asked for a library too, but had fewer BP than you thought.[/color]

Step 5—Step 5—Create Army Units: None.

Step 6—Issue Edicts: None.

[color=green]GM’s Note: You might consider some exploration and diplomacy edicts. You don’t know a thing about the lands or people beyond your borders.[/color]

[color=green]GM’s Note: You currently have “normal” taxation and “monthly” holidays.[/color]

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
INCOME PHASE

Step 1—Make Withdrawals from the Treasury: Can't. No emergency.

Step 2—Make Deposits into the Treasury: Can't. No emergency.

Step 3—Sell Expensive Items for BP: Can't. No emergency.

Step 4—Collect Taxes: Piotr, the Treasurer, collects light taxes: Economy: 1d20 + 93 ⇒ (2) + 93 = 95, divided by 3 is 31 BP, giving you a total of 31 BP. +8 for your mines, foundry and quarries and +12 for the sawmills (and lumberyards) = 51 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs? (75% because no event last month): 1d100 ⇒ 29 Yes.
Event ?: 1d100 ⇒ 34 Dangerous Kingdom Event.
Event ?: 1d100 ⇒ 1 Assassination Attempt.
Event ?: 1d12 ⇒ 6 Mikhail.

Well then! According to the rules, I am to run this as an actual encounter!. Mikhail, I'll get back to you shortly, sir!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:

Population: 18615
Size: 67 (67 hexes, 10 Settlement grids) (Control DC: 97)
Economy: 95
Loyalty: 83
Stability: 95
Unrest: 0
Fame: 5 (Turns out this number was previously falsely inflated by a stray mark)
Infamy: 1
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Productivity: 1
Society: 2
Consumption: 1d6+12

Settlement at the End of the Turn (Stagfell):

Population: 2940
Economy: 23
Loyalty: 24
Stability: 29
Corruption: 2
Crime: 2
Law: 15
Lore: 3
Base Value: 10,500 gp
Defense: 11
Productivity: 6
Society: 8
Fame: 3
Infamy: 0

Major Buildings:
Bank
Barracks
Baths
Brewery
Cathedral (to Abadar)
Settlement Walls (2)
Courthouse
Dance Hall
Foundry
Garrison
Granary
Graveyard
Herbalist
House (x9)
Inn
Jail
Library
Lighthouse
Mansions (x4)
Mill
Monument
Noble Villa
Park (x2)
Pier
Shop
Shrine
Smithy
Town Hall
Watchtower
Windmill

Settlement at the End of the Turn (Leveton):

Population: 1400
Economy: 9
Loyalty: 11
Stability: 8
Corruption: 1
Crime: 0
Law: 5
Lore: 1
Base Value: 5000 gp
Defense: 5
Productivity: 4
Society: 4
Fame: 1
Infamy: 0

Major Buildings:
Barracks
Cistern
Settlement Wall (x4)
Courthouse
Dance Hall
Houses (5)
Inn
Jail
Noble Villa
Shop
Stable
Stockyard
Tannery
Temple (Abadar)

Settlement at the End of the Turn (Sootscale Caverns):

Population: 330
Economy: 7
Loyalty: 9
Stability: 8
Corruption: 1
Crime: 0
Law: 4
Lore: 1
Base Value: 5000 gp
Defense: 2
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Baths
Courthouse
Dance Hall
Dump
Graveyard
Herbalist
House (x2)
Jail
Mill
Shop
Smithy
Tavern
Tunnels
Settlement Wall (x2)

Settlement at the End of the Turn (Erastil’s Vale):

Population: 490
Economy: 6
Loyalty: 8
Stability: 8
Corruption: 1
Crime: 0
Law: 2
Lore: 1
Base Value: 2000 gp
Defense: 1
Productivity: 2
Society: 1
Fame: 0
Infamy: 1

Major Buildings:
Garrison
Herbalist
House
Lumberyard
Mansion
Shop
Smithy
Tavern
Temple of the Elk (Erastil)

Settlement at the End of the Turn (Tatzlford):

Population: 410
Economy: 8
Loyalty: 6
Stability: 7
Corruption: 1
Crime: -1
Law: 3
Lore: 1
Base Value: 2000 gp
Defense: 11
Productivity: 3
Society: 2
Fame: 1 (from 0 to 1 because of the bees!)
Infamy: 0

Major Buildings:
Baths
Bordello
Houses (x3)
Inn
Jail
Lumberyard
Mill
Shop
Shrine (Erastil)(Economy)
Smithy
Watchtower

Settlement at the End of the Turn (Khavatorov):

Population: 220
Economy: 3
Loyalty: 1
Stability: 1
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Base Value: 1 500 gp
Defense: 1
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
House
Inn
Mill
Stockyard

Settlement at the End of the Turn (Hashaask):

Population: 140
Economy: 2
Loyalty: 0
Stability: 4
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Base Value: 4000 gp
Defense: 1
Productivity: 1
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Cistern
House
Lumberyard
Mansion
Smithy

Settlement at the End of the Turn (Candlemere Island):

Population: 110
Economy: 3
Loyalty: 1
Stability: 2
Corruption: 0
Crime: 1
Law: 2
Lore: 1
Base Value: 1500 gp
Defense: 1
Productivity: 1
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Barracks
House
Library
Pier
Smithy

You now rule an area slightly larger than the state of Connecticut (or, for our Canadian players, two-and-a-half times the size of Prince Edward Island). It is also roughly the size of East Timor.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Armies:

ARMY OF STAGFELL
Large Army of Human Infantry (200 men)
ACR 4; HP 22; DV 14; OM +4
Morale +0, No special resources or tactics
Consumption: 2 (8 per month)

ARMY OF LEVETON
Large Army of Human Infantry (200 men)
ACR 4; HP 22; DV 14; OM +4
Morale +0, No special resources or tactics
Consumption: 2 (8 per month)

[color=green]GM’s Note: Like the Lucky Strike Gold Mine, Lake Silverstep is a "Resource." That means that any farm or fishery in that hex will produce more than usual.[/color]


It's interesting to note that the increase from a mansion to a villa adds 40 people to the population!


Human Bard (Sorcerer) 10 [hp 128/128 | F+18, R+19, W+18 (+2 vs Sleep) | AC 28 | Perception +15 | Focus Points: 3/3]

Need more farms and fisheries to feed our troops.


According to the guide, the Sword Marches are now big enough to become an earldom. At size 100, it will be a kingdom.

I wonder if you want to consider titles of nobility? It seems reasonable in a game called Kingmaker that the king's companions would have titles. They'd be knights at the very least.

Something else I want to point out are the GM's notes in green peppered throughout the turn above.

Also that your Loyalty is low. If called on to make a Loyalty check, you'd need to roll a 14 or better.


Male Human Sorcerer(Fey) (Bard) 10 - [HP 98/98 | F+18, R+17, W+18 | AC 25 | Perception +15 | Focus Points: 2/3] [Exploration Mode = Search]

Hmmm...some Loyalty thoughts:

Bardic College gives +3 Loyalty/+1 Economy/+1 Stability/+1 Fame for 40BP

Breweries give +1 Loyalty/+1 Stability for 6BP

Courthouse gives +2 Loyalty for 16BP

Garrison for our armies gives +2 Loyalty/+2 Stability/-2 Unrest for 28BP

Graveyards give +1 Loyalty for 4BP

Herbalists +1 Loyalty/+1 Stability for 10BP

Inns give +1 Loyalty/+1 Economy/+1 Society/+500gp value for 10BP

Libraries give +1 Loyalty/+1 Economy/+1 Lore for 6BP

Military Academy gives +2 Loyalty/+1 Stability/+1 Fame for 36BP and gives bonus tactics to our armies from that settlement

Mint gives +3 Loyalty/+3 Economy/+1 Stability/+1 Fame for 30BP

Parks give +1 Loyalty/-1 Unrest for 4BP

Taverns give +1 Loyalty/+1 Economy for 12BP

For the bigger investments, I like the idea of a Bardic College or a Mint.


Male Human Wizard [Herbalist] 10 - HP 108/108 - AC 26 (27 with Mage Armor) - F: +19 R: +18 W: +18 - Speed: 30, - Perception +15; Exploration - Investigate

Parks and graveyards provide the best Loyalty bump per BP.

Breweries are good, too ... as are Inns and Taverns.


Ranger <Flurry> (Druid) 10 | AC 28 | HP 136/136 | F +17, R +21, W +18 | Focus 1/1 | Perception: +20 (+22 for Initiative) | HeroPoints: 2 | Speed: 45ft (55ft w/ LS) | Exploration: Scout(Wildnerness)/Search(Settlement) | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |
Hunt Prey Recall Knowledge:
Arcana(U) +3; Nature(T) +16; Occult(T) +15; Religion(T) +16; Society(U) +3

I'd order priority:

Mint
Bardic College
Park

Park seems nice because it lowers unrest. But those big ticket items seems best, especially the Mint since it boosts the economy as well and is chearp thant he college.


Human Fighter [Cleric & Alchemist Devotion] 10- HP 136/136 - AC 30 - F: +19 R: +18 W: +18 - Speed: 30, Init: +5 - Perception +21: Hero Points- 0: Exploration Activity=Investigate

The Bardic College seems to expensive for what it gives.

The Mint is great. I think there is something to be said for the Military Academy as well. Boost to the military tactics may let our smaller forces hold their own.

I like Taverns over Parks. We have no Unrest to burn off. But Economy is always a must.


Male Human Sorcerer(Fey) (Bard) 10 - [HP 98/98 | F+18, R+17, W+18 | AC 25 | Perception +15 | Focus Points: 2/3] [Exploration Mode = Search]

I feel like a Mint may be reaching a consensus. Alister? Piotr?


Human Bard (Sorcerer) 10 [hp 128/128 | F+18, R+19, W+18 (+2 vs Sleep) | AC 28 | Perception +15 | Focus Points: 3/3]

We weren't able to build 1 library last turn, and libraries add to both Loyalty and Economy. What about a Library and a Mint this turn?

And then I propose fisheries in 0916 and 0848.


Theoretical discussions for next month, yes?


Male Human Wizard [Herbalist] 10 - HP 108/108 - AC 26 (27 with Mage Armor) - F: +19 R: +18 W: +18 - Speed: 30, - Perception +15; Exploration - Investigate

Yes, to a mint.

Of course, that means that our King gets his likeness on the coins! :)


Ranger <Flurry> (Druid) 10 | AC 28 | HP 136/136 | F +17, R +21, W +18 | Focus 1/1 | Perception: +20 (+22 for Initiative) | HeroPoints: 2 | Speed: 45ft (55ft w/ LS) | Exploration: Scout(Wildnerness)/Search(Settlement) | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |
Hunt Prey Recall Knowledge:
Arcana(U) +3; Nature(T) +16; Occult(T) +15; Religion(T) +16; Society(U) +3

But which side of his face will be on the coin? Left or Right? Which is the good side? ;)


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Human Bard (Sorcerer) 10 [hp 128/128 | F+18, R+19, W+18 (+2 vs Sleep) | AC 28 | Perception +15 | Focus Points: 3/3]

I picture Alister with his hand up, blocking his face, like in the paparazzi photos.


Ranger <Flurry> (Druid) 10 | AC 28 | HP 136/136 | F +17, R +21, W +18 | Focus 1/1 | Perception: +20 (+22 for Initiative) | HeroPoints: 2 | Speed: 45ft (55ft w/ LS) | Exploration: Scout(Wildnerness)/Search(Settlement) | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |
Hunt Prey Recall Knowledge:
Arcana(U) +3; Nature(T) +16; Occult(T) +15; Religion(T) +16; Society(U) +3

As a point of order, Kerns mansion is built, but he sleeps on a tree branch out back.

It's a Druid thing, you wouldn't understand.


So...

I was tallying your gear value to make sure I'd been keeping up with expected wealth by level and I found that there is wee bit of a wealth discrepancy within the party.

Expected Wealth at 8th level: 1,100 gp
Expected Wealth at 9th level: 1,600 gp

Alister: 1562
Aristu: 3376
Kernithar: 1232
Mikhail: 3315
Piotr: 790

Total Party Wealth: 6960 gp
Average Party Wealth: 1392 gp

So while we're right on target for party wealth, the actual division of loot has been less than even.


Ranger <Flurry> (Druid) 10 | AC 28 | HP 136/136 | F +17, R +21, W +18 | Focus 1/1 | Perception: +20 (+22 for Initiative) | HeroPoints: 2 | Speed: 45ft (55ft w/ LS) | Exploration: Scout(Wildnerness)/Search(Settlement) | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |
Hunt Prey Recall Knowledge:
Arcana(U) +3; Nature(T) +16; Occult(T) +15; Religion(T) +16; Society(U) +3

Are you saying our Master of Coin has not had enough Coin! Haha


Male Human Wizard [Herbalist] 10 - HP 108/108 - AC 26 (27 with Mage Armor) - F: +19 R: +18 W: +18 - Speed: 30, - Perception +15; Exploration - Investigate

Better that, than sudden unexplained wealth!


Ranger <Flurry> (Druid) 10 | AC 28 | HP 136/136 | F +17, R +21, W +18 | Focus 1/1 | Perception: +20 (+22 for Initiative) | HeroPoints: 2 | Speed: 45ft (55ft w/ LS) | Exploration: Scout(Wildnerness)/Search(Settlement) | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |
Hunt Prey Recall Knowledge:
Arcana(U) +3; Nature(T) +16; Occult(T) +15; Religion(T) +16; Society(U) +3

Moving the fam this weekend. Posting will be sporadic until end of the week as we get settled in.

Kerns super fast and can share his ranger's edge as an action. His blade is forceful and with his flurry edge, his MAP is low so three Strike in a round is good for him.


How'd the move go, Kern? Are you still wondering where stuff is?


Ranger <Flurry> (Druid) 10 | AC 28 | HP 136/136 | F +17, R +21, W +18 | Focus 1/1 | Perception: +20 (+22 for Initiative) | HeroPoints: 2 | Speed: 45ft (55ft w/ LS) | Exploration: Scout(Wildnerness)/Search(Settlement) | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |
Hunt Prey Recall Knowledge:
Arcana(U) +3; Nature(T) +16; Occult(T) +15; Religion(T) +16; Society(U) +3

I seemed to have lost my marbles. But all else seems intact.

Move was great. Sitting on a 2 acre lot with plenty of room for kiddos and dogs. 1hr 10min commute to work, but that'll go away eventually.

Thanks for asking!


2 acres! That's great. You still don't have John's commute from way out in Strasburg, but that's more than long enough!

Still, back in the '90's, I commuted from here to Crystal City every day and even though it's only about 20 miles as the crow flies, that was easily 70-80 minutes each way. Getting into downtown DC when I interned at DOJ was actually easier (largely because I arrived by 7:30 in the morning).


Male Human Wizard [Herbalist] 10 - HP 108/108 - AC 26 (27 with Mage Armor) - F: +19 R: +18 W: +18 - Speed: 30, - Perception +15; Exploration - Investigate

Whereas my commute is ~1 hour, each way. But travelling about 75 kilometres / 45 miles, mostly on the highway.


Human Fighter [Cleric & Alchemist Devotion] 10- HP 136/136 - AC 30 - F: +19 R: +18 W: +18 - Speed: 30, Init: +5 - Perception +21: Hero Points- 0: Exploration Activity=Investigate

I have never had a commute that was that long. Sounds super painful.


Human Bard (Sorcerer) 10 [hp 128/128 | F+18, R+19, W+18 (+2 vs Sleep) | AC 28 | Perception +15 | Focus Points: 3/3]

My commute now is 5 minutes! 7 minutes if I catch the crosswalk wrong.


Male Human Wizard [Herbalist] 10 - HP 108/108 - AC 26 (27 with Mage Armor) - F: +19 R: +18 W: +18 - Speed: 30, - Perception +15; Exploration - Investigate

Morning is fine ... especially now that traffic is lighter due to COVID. This time of year, there's a good chance of spotting a moose in the swamps beside the highway.

Afternoon is worse, because I pick up my wife after work so have to go through town and the construction zone that is now entering its third year.


Ranger <Flurry> (Druid) 10 | AC 28 | HP 136/136 | F +17, R +21, W +18 | Focus 1/1 | Perception: +20 (+22 for Initiative) | HeroPoints: 2 | Speed: 45ft (55ft w/ LS) | Exploration: Scout(Wildnerness)/Search(Settlement) | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |
Hunt Prey Recall Knowledge:
Arcana(U) +3; Nature(T) +16; Occult(T) +15; Religion(T) +16; Society(U) +3

Glad to hear construction is globally slow! Ha!

Also, moose are terrifying... I've never seen one in real life, but have heard tails of friends who lived in Alaska.


Ranger <Flurry> (Druid) 10 | AC 28 | HP 136/136 | F +17, R +21, W +18 | Focus 1/1 | Perception: +20 (+22 for Initiative) | HeroPoints: 2 | Speed: 45ft (55ft w/ LS) | Exploration: Scout(Wildnerness)/Search(Settlement) | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |
Hunt Prey Recall Knowledge:
Arcana(U) +3; Nature(T) +16; Occult(T) +15; Religion(T) +16; Society(U) +3

Woohoo! Putting that Ranger flurry to good use on that "yeti" leader. Felt good after things started to look dire.

Let's see his fast healing recover from those two blows!


Male Human Wizard [Herbalist] 10 - HP 108/108 - AC 26 (27 with Mage Armor) - F: +19 R: +18 W: +18 - Speed: 30, - Perception +15; Exploration - Investigate

Maybe slow due to COVID. More likely because our municipality cannot effectively manage construction.

Moose are just big ... it's past the time when they are on the roadsides to get salt, and just before the time when they come out to the roads to escape the flies.

Two years ago, when I visited a site in Australia, I discovered that they were fascinated by bears and moose. Maybe because kangaroos are the largest wild mammals in Australia and there are no mammal predators bigger than a dingo. We finally concluded that hitting a moose on the highway was more like hitting a camel, rather than hitting a horse or cow. Timely, because we had to watch out for cattle the entire time I was there because the drover with grazing rights for the site had moved their herd into the area.

More interesting to me was the news that, during the previous fall, someone had run over a python basking on the road. The snake had been long enough to stretch across both traffic lanes.

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